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Base Types

ivec2​

xintegerrequired
yintegerrequired

vec2​

xnumberrequired
ynumberrequired

vec3​

xnumberrequired
ynumberrequired
znumberrequired

vec4​

xnumberrequired
ynumberrequired
znumberrequired
wnumberrequired

color​

rnumberrequired
gnumberrequired
bnumberrequired
anumberrequired

Spout​

enabledbooleanrequired
Determines whether the output via Spout is enabled.
namestringoptional
The name under which Spout will share this content. If this value is not specified, a unique name will be automatically generated.

NDI​

enabledbooleanrequired
Determines whether the output via NDI is enabled.
namestringoptional
The name under which NDI will share this content. If this value is not specified, a unique name will be automatically generated.
groupstringoptional
A comma-separated list of NDI groups under which NDI will share the content. See the NDI documentation for more information.

mat4​

A list of 16 numbers.

Orientation​

Yaw/Pitch/Roll​

pitchnumberrequired
yawnumberrequired
rollnumberrequired

Quaternion​

xnumberrequired
ynumberrequired
znumberrequired
wnumberrequired

Quality​

Determines the pixel resolution of the cube map faces that are reprojected to create the fisheye rendering. The higher resolution these cube map faces have, the better quality the resulting fisheye rendering, but at the expense of increased rendering times.

Allowed values: low, 256, medium, 512, high, 1k, 1024, 1.5k, 1536, 2k, 2048, 4k, 4096, 8k, 8192, 16k, 16384, 32k, 32768, 64k, 65536

FOV​

hFov / vFov​

hfovnumberrequired
The angle (in degrees) covered by the camera in the horizontal direction. This is a symmetric frustum around the center and provides the same result as providing the left and right values with the half-angle.
vfovnumberrequired
The angle (in degrees) covered by the camera in the vertical direction. This is a symmetric frustum around the center and provides the same result as providing the up and down values with the half-angle.

left+right / down+up​

leftnumberrequired
The angle (in degrees) that is covered by the camera between the central point and the left border of the viewport. The left and right angles added together are the vertical field of view of the viewport.
downnumberrequired
The angle (in degrees) that is covered by the camera between the central point and the bottom border of the viewport. The down and up angles added together are the vertical field of view of the viewport.
upnumberrequired
The angle (in degrees) that is covered by the camera between the central point and the top border of the viewport. The down and up angles added together are the vertical field of view of the viewport.